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My only requirement is you let me borrow a codex I need in order The Grand Annulus of the Space Wolves can be found at the centre of the Hall of the Great. world of Fenris, the Space Wolves are deadly adversaries. Codex: Space Wolves contains everything you need to collect a mighty force of Space. Wolves and. CODEX: SPACE WOLVES. Official Update Version Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a.
Still cannot compete with a non-Primaris Wolf Lord deliberately built for murder, since A5 D1d3 is worse than A4 D3 in general, and likewise his other benefits can't compete with the choices available to a standard Lord - his primary benefit is that if you're taking a Repulsor anyway, he can legally ride it.
You'll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine Wolf Lord on Bike: It took Cawl 10, years of work to still come short of what this guy becomes by just riding a bike. He's not only the fastest Wolf Lord at 14" movement barring deep strikes , but can also become one of most resilient ones by virtue of combining his T5 with a Storm Shield, something a Gravis can't do.
Resilient, Fast, Strong, and he's not even the most expensive Wolf Lord! It's a steal at only 98 points base. Make him your warlord with Saga of the Hunter which allows him to advance AND charge in the same turn.
Give him Wolf Guard on Bikes as an escort with storm shields, combis, and a melee weapon each thanks to the index, and you have a very dangerous distraction carnifex. Reminder that the Deed of Legend for this warlord trait is simply making a charge, so you have a whole bike squadron moving 20" AND charging. If you don't advance, then you have 40 shots from the 5 man guard unit alone.
Wolf Lord on Thunderwolf: Fast, tough, and deadly. Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank. Wolf Guard Battle Leader: While the Wolf Lord lets you reroll 1s to hit, his subordinate lets you reroll 1s to wound, which is better for anything that automatically hits, like flamers.
This approach makes the newbies surprisingly deadly on the charge, while letting you shoot for detachments that give you more command points. A really useful unit, seeing as how prevalent hit bonuses are in this codex. Improving wound rolls is key. Jump pack: If you were thinking of footslogging this guy in power armor for 60 points, he makes for a very cheap HQ. However, it costs a mere 18 points to give this man a jump pack, letting you get both his buff and his combat output where you need it; it's pretty much an auto-include if you take him this way.
Start him in low orbit, and then bring him down at the end of the movement phase wherever you want to get the perfect 12" bubble, and from then onward he can jump around getting wherever he is needed.
Wolf Guard Battle Leader on Bike: Absolutely amazing, at only 7 points more than the Jump Pack option, since both his melee and his ranged are worse than the Lord's, meaning you care even more about his mobility, to get his buff into position. Can't Deep Strike or traverse intervening models, but 20" is a lot more than These guys together babysitting Thunderwolf Cavalry make them something like the rape machines they once were.
Primaris Battle Leader: Wolf Guard Battle Leaders with an extra wound and much more limited weapons options for 10 points more. They also have a different starting loadout than the vanilla Primaris Lieutenants, with a power axe and a bolt carbine as their standard weapons. Also has deep strike and a unique Knife Fighter ability; unmodified hit rolls of 6 count as 2 hits instead of 1. Not like it'll matter much because he only has a basic CCW. Rune Priest: Mobile cover is still useful, and with the Cloaked By the Storm Stratagem he can buff allies even without Storm Caller; his wargear is pretty good, and he's cheaper off the bat than a vanilla Librarian on top of having a -1 improvement to WS, since you can field him without a Psychic Hood, so he's a cheaper Smite source.
Go ahead and take him. Particularly good with a jump pack, for making sure Smite happens where you want it to. A decent melee weapon is optional, but goes nicely with Fury of the Wolf Spirits to make a melee beatstick. Rune Priest in Terminator Armour: If you give him the Storm Caller power, he can make a nice escort for Wolf Guard Terminators, keeping them alive long enough for them to get into close combat. With wargear and a psychic hood they come to points, though, which is only 3 points less than Terminator Njal, who is far superior at pretty much everything.
Keep them cheap and mobile or just take Njal. Taking this guy as your warlord will go a long way to deny your opponent Slay The Warlord unless you peril This is what command points are for. Take if and only if you want to footslog him, as he's nigh-impossible to deliver anywhere quickly, unlike a Rune Priest. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. Including one that's basically Warptime!
Comes stock with psychic hood, force sword, and bolt pistol. Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability. Wolf Priest: The lovechild of an Apothecary and Chaplain, he makes you deadlier in combat re-roll ALL failed to-hit rolls in the fight phase and braver friendly Space Wolves within 6" use his Ld9 , but can also heal wounded models.
Makes a natural companion to Wolf Guard Battle Leaders, as their buffs are complementary, and the priest can keep the youngster alive. Remember to keep in mind that he can't return slain models back to a unit, unlike our apothecary brethren. Can't swap his gun for a powerfist unlike the codex version.
Wolf Priest with jump pack: You know it, you love it. Deep strike next to a wounded character, heal d3 lost wounds, then make them turn around and punch the nearest unit with their buff. Take this when you want resilience over damage after deepstriking.
Wolf Priest on Bike: If you're looking for both survivability and the mobility then this is for you. Bikes got a massive buff as they move farther than before, giving the rider an extra wound and a toughness bonus. Comes with the standard Primaris buffs, along with the better pistol. Chaplain Dreadnought Forgeworld. It also buffs the strength of friendly models fighting the same unit as the dreadnought.
It's also reasonably priced considering it's many advantages, points vanilla but can be cheaper or more expensive depending on wargear choices taking an assault cannon makes it cost as an example. Disagree on that last point; Bjorn provides additional CP, his buff is active much more of the time, and hits much harder in assault, with Trueclaw being S12, AP-4, Dd6, re-rolling failed to-wounds.
Take BOTH. Swapped in the Codex Sadly has a -1 to hit from the FAQ but inflicts a Mortal Wound on a 6 if it fails to kill its target it's alright. Also gets the option to take a Helfrost pistol stock in the Codex , which is equivalent to a pistol Meltagun with Mortal-on-6 instead of Melta at a 2 pt discount may have some value if you keep the Priest close to the front lines. As of CA Servo arms are now free making this unit a far more compelling choice.
As your cheapest HQ he acts as an excellent relic holder or warlord for smaller point games. An Iron Piest with servitors following can seriously break some stuff in CQC for an exceedingly low cost. Looks like the Alpha Legion and Thousand Sons did some ransacking before they left. Iron Priest on Bike: The Biker Priest is the option you'll want to go for - that 20" move will allow you to zip round the battlefield healing your tanks where required for only 7 points more than a regular priest.
Note, though, that an Iron Priest on bike can't repair if he moved more than 6", so his move is for getting him ready to repair - he can't just zip over and repair now, and his repair mobility is actually worse than on foot, since the foot version can Advance for a total of " and still repair. Also, of course, the bike comes with a storm bolter.
Iron Priest on Thunderwolf:These guys used to be really good in 7th edition, but they've fallen hard. And he can't take Cyberwolves to eat wounds anymore! Unfortunately, there really isn't much reason to take him anymore. Rhino Primaris: One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment a 72" range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn't need line of sight, but can only be fired once per game , and its servo-skull hub.
It only has room to transport 6 units, though that's just enough for a Character and Wolf Guard Pack. Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn't worth the extra damage.
Probably better spent on those Hellblasters or plasma Long Fangs though. Positioning is important, but it's even more important with the Rhino Primaris. Rhinos are tougher now, but you don't want your light APC in harm's way. But if you camp it behind a ruin that's somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub.
Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy.
That's the value of positioning. Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay which can now be fired on turn one, a significant boost from 7th. A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different.
If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help. If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start.
Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. As is the case for the Rhino Primaris, do not overcharge the plasma gun part of the combi-plasma.
Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you're close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2. Often overlooked, this thing is a Character. While it has too many wounds to 'hide,' you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book.
It's expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord.
Avoid getting stuck in melee, however; you're a tank and you still suck in the fight phase. Special characters[ edit ] Logan Grimnar : Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don't take morale within 6" of him.
He's still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras.
Logan Grimnar on Stormrider: For points now, the sled bumps his toughness to 6 and wounds to The extra attacks from the wolves aren't going to do much to anything that isn't light infantry, but they help. He also gains the ability to re-roll failed charges, which helps to compensate for his speed.
While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai and don't forget, he can't re-roll hit rolls of 2 with it, even though they are misses , and reducing his Heroic Intervention distance. That said, because he is a vehicle, he is repairable by an overcosted Iron Priest. The latest errata makes him cavalry which should qualify him for the chapter tactic again.
Alternative Take: Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army.
He requires good Dakka to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. These rules were later expanded by both Ansell and Richard Halliwell both of whom ended up working for Games Workshop , although the rules were not a precursor to Rogue Trader.
Soon the Games Workshop hobby magazine, White Dwarf , started making army lists and devising strategies for people to use in these Rogue Trader games. New models were released by Games Workshop for the line and the many people who had always enjoyed Warhammer Fantasy were now thrilled at the idea of Warhammer 40, as a tabletop wargame, which was essentially a dark science fiction or more properly a dark science fantasy setting with many of the same tropes and elements as its dark fantasy counterpart.
The release of this edition was marked by the production of a boxed starter set containing Ork and Space Marine models with dice and a rules book. The animating idea behind this edition of the game was to provide more opportunities for players to participate in larger battles.
Also special characters were introduced to replace the older concept of battlefield heroes the earlier edition only had three generic "heroic" profiles for each army: champion, minor and major hero. New rules were also provided for the use of psychic powers which were essentially the equivalent of the magical system deployed in Warhammer Fantasy. True codexes as they later became known to fans of the game were still not available for these early editions, but the army lists and background information for Warhammer 40, printed in White Dwarf became far more deeply detailed.
Later in the edition's publication run, beginning in , Games Workshop introduced the first codices for each of the playable faction's armies, though they were far smaller and contained a great deal less fictional background information what fans refer to as "fluff" than the codices of later editions.
The 2nd Edition was substantially more colourful and the new codices reflected this fact.